Gothic II: Gold Classic

Gothic II: Gold Classic

Generous Magic
Thoughts so far
Having just reached chapter 6 here is some feedback.

Bows are broken- though I didn't care much since I never use them and bow wielding enemies aren't all that interesting to fight.
Large firestorm rune formula incorrectly lists sulfur twice.
A dust devil rune and a second fire arrow rune are in my inventory and I'm not sure where they came from.
Enemies sometimes don't aggro when attacked from afar(I can't remember if this is vanilla behavior though).
Bonus independent training being integrated is a good touch. It feels stupid in vanilla to keep all your perma bonus items until eventually using them all at once.
Reduced resistances on enemies felt okay.
The staves are all pretty powerful but I think the fact you can only use one at a time helps make them balanced. That said I almost always used the regen one, it could maybe use a nerf. Having passive mana regen at all is super useful.
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[AK] GaroK  [developer] 16 Feb @ 4:24pm 
Thanks for feedback, I always love reading it when someone completes the mod.
Bows being broken is still a mystery, we have no idea why that happens. As a half-baked measure I removed bows from Diego, Bartok and others so they are not useless in a fight. We'll find the reason for the bug eventually.
I'll fix the Large Fire Storm formula.

Dust Devil is now given to you by Milten when you ask him for equipment in Valley of Mines. Normally you receive blank rune but I wanted to give Dust Devil some spotlight, being ever overshadowed by Ice Block. DD is also having extended duration in the mod.
Second Fire Arrow rune is a vanilla thing, you find it on the Swamp in Jarkendar.

No idea about enemies and broken aggro.
I had to go through extra effort of testing every spell on every enemy with different mana pools to simulate progress at different stages of the game, so I could fine tune resistances and damage better.

I liked the idea of magic staves giving you special effects like Magic Wand in vanilla giving you mana, yet was disapointed that other Staves don't give you much or anything. So I thought about some useful potential effects for them and got them into the game, and since they're weapons that can be used one at a time it's a good power limiter. Regen is good start to mid game(I don't think it's overpowered), Efficiency definitely takes the crown later in game. Summon is its own thing for people that spam minions. Combat Staff I plan on removing soon.
I already finished making "Staff Upgrades" where you pray and pay at a shrine to get 2 more levels of upgrades for Staves (limited by chapters). It's mostly number increase but Summon Staff gets additional minions when spawned.

I am not concerned with low difficulty, I wanted to make the mage playthrough a smooth experience just like Warrior and Ranger, where a mildly experienced player can essentially press forward to win the game, something you can't do with mage. Since vanilla mage is pretty rough, and mods more oftenly rising difficulty with no regard for magic already being weak, here you ain't having any of that, it's essentially an easy mod and I'm not afraid to admit that.
Last edited by [AK] GaroK; 16 Feb @ 4:24pm
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